Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-15-2012, 03:04 AM   #6
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default Re: [Powers] how to make a fetish

A lot of my players have wanted to do something similar in games I've run (Mostly because a lot of my players were fans of the old Runequest system and its spirit magic).

Here are a few ways we've done it (most of these are off the top of my head without actually having character sheets in front of me, and I modified the first one for how you wanted it to work).

Modular Abilities: Spirit Trapping 20 (Useless Under Stress, -60%; Costs Fatigue, +3, -15%; Limited Use, 1/day, -40%; Physical and Mental, +100%; Requires Will Roll, -5%; PM: Spirit, -25%; Trait Limited: Afflictions with Gadget Limitations, -50%) [18 points]

So this would allow the character do create any type of 10 point affliction or less by first going into the spirit realm and bringing back a spirit to put in the fetish.

Keep in mind that all of the gadget limitations, and the permanent enhancement will need to go on the Affliction you buy with the modular points, not on the above modular advantage itself!

So for example this Shaman could create a fetish to protect from hostile magic:

Affliction 1 (Advantage: Magic Resistance 1, +20%; Permanent, Dispelled when fails to protect, +150% Gadget, Can Be Stolen, -30%; Gadget: Breakable, DR 2, Cannot Repair, -35%; Gadget: Unique, -25%; Contact Agent, -30%) [15 points]

My players used the above but added large Costs Fatigue limitations to them to offset the Advantage Enhancement on the Affliction. This made it a lot more like the standard GURPS magic.

A more powerful version is letting the character summon spirits as allies which he puts into the fetishes.

Modular Abilities: Spirit Trapping 20 (Useless Under Stress, -60%; Physical Only, +50%; PM: Spirit, -25%; Trait Limited: Afflictions with the Advantage: Allies Enhancement, -50%) [18 points]

You'd then use it for something like:

Affliction 1 (Advantage: Unwilling Constant Minion Ally, 100% of starting points, +100%; Permanent, Dispelled when spirit is defeated or destroyed, +150%; Costs Fatigue, +6, -30%; Gadget, Can Be Stolen, -30%; Gadget: Breakable, DR 2, Cannot Repair, -35%; Gadget: Unique, -25%; Contact Agent, -30%) [20 points]

The spirit itself could then have its own affliction to give you powers or abilities, etc.

One player of mine had his own magic system using this sort of method. It went something like:

Modular Abilities: Spirit Trapping 1 to 8 points (Useless Under Stress, -60%; Physical Only, +50%; PM: Spirit, -25%; Trait Limited: Favors with Gadget Limitations, -50%) [2 to 8 points each]

It was a very powerful form of magic IMO. He could summon a spirit and bind it into one of his modular slots. Each spirit could then be used once to perform some action for him (as his Favor). And you can get a spirit with 150% of your points, Special Abilities and No Frequency of Appearance roll for only 8 points!
Snaps is offline   Reply With Quote
 

Tags
enchanting, powers


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:57 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.